Book Image

Unreal Engine Physics Essentials

By : Devin Sherry, Vladimir Alyamkin, Katax Emperore
Book Image

Unreal Engine Physics Essentials

By: Devin Sherry, Vladimir Alyamkin, Katax Emperore

Overview of this book

This book gives readers practical insight into the mathematical and physics principles necessary to properly implement physics within Unreal Engine 4. Discover how to manipulate physics within Unreal Engine 4 by learning basic real-world mathematical and physics concepts that assist in the implementation of physics-based objects in your game world. Then, you'll be introduced to PhAT (Physics Asset Tool) within Unreal Engine 4 to learn more about developing game physics objects for your game world. Next, dive into Unreal Engine 4’s collision generation, physical materials, blueprints, constraints, and more to get hands-on experience with the tools provided by Epic to create real-world physics in Unreal Engine 4. Lastly, you will create a working Vehicle Blueprint that uses all the concepts covered in this book, as well as covering advanced physics-based topics.
Table of Contents (15 chapters)
Unreal Engine Physics Essentials
About the Authors
About the Reviewer


In this chapter, we created our own working vehicle with the Vehicle Game Project Example template step by step from scratch. In the process of doing so, we accomplished certain tasks.

First, we downloaded and created a project using the Vehicle Game Project Example template so that we could have access to several resources and content available to create a basic vehicle and a template racing game. Then, we created our own Physics Asset using PhAT with the default buggy skeletal mesh as a base and implemented our own Physics Bodies to the vehicle.

Next, we created all the necessary blueprints and data assets required in constructing a working vehicle for our game. To begin with, we created a Wheel Vehicle Blueprint component that contained the VehicleMovement (Inherited) Component class. Then, we created two different types of Wheel Blueprints (one for the front wheels and another for the back wheels). Each has its own set of unique parameters. Lastly, we created the Vehicle Animation...